merge Feature/loading all models into develop #8
@@ -187,16 +187,3 @@ void singleton::Model_Storage::set_default_texture(models::ModelTexture texture)
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void singleton::Model_Storage::set_shared_test(entities::Entity* temp)
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{
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test_pointer = temp;
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}
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entities::Entity* singleton::Model_Storage::get_test_pointer()
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{
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return test_pointer;
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}
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@@ -17,7 +17,6 @@ namespace singleton {
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//default texture
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//default texture
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models::ModelTexture default_texture;
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models::ModelTexture default_texture;
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entities::Entity* test_pointer;
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//list of furniture:
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//list of furniture:
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//couches
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//couches
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@@ -98,9 +97,6 @@ namespace singleton {
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void set_house_model(models::TexturedModel house);
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void set_house_model(models::TexturedModel house);
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void set_default_texture(models::ModelTexture texture);
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void set_default_texture(models::ModelTexture texture);
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void set_shared_test(entities::Entity* pointer);
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entities::Entity* get_test_pointer();
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};
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};
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}
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}
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@@ -12,6 +12,7 @@ namespace scene
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{
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{
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std::unique_ptr<entities::Camera> camera_test;
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std::unique_ptr<entities::Camera> camera_test;
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shaders::EntityShader* shader_test;
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shaders::EntityShader* shader_test;
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std::deque<std::shared_ptr<entities::Entity>> test;
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Loading_Scene::Loading_Scene()
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Loading_Scene::Loading_Scene()
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{
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{
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@@ -37,22 +38,6 @@ namespace scene
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load_default_variables();
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load_default_variables();
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load_all_models();
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load_all_models();
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int vertices = singleton::Model_Storage::get_instance()->get_house_model().raw_model.vertex_count;
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GLuint number = singleton::Model_Storage::get_instance()->get_house_model().raw_model.vao_id;
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std::cout << "check shine damper: " << singleton::Model_Storage::get_instance()->get_test_pointer()->GetModel().texture.shine_damper << std::endl;
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std::cout << "check texture id: " << singleton::Model_Storage::get_instance()->get_test_pointer()->GetModel().texture.texture_id << std::endl;
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std::cout << "" << std::endl;
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std::cout << "amount of vertices of the house model: " << vertices << std::endl;
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std::cout << "GLUint of the house model: " << number << std::endl;
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while (true) {
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render();
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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return scene::Scenes::STARTUP;
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return scene::Scenes::STARTUP;
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}
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}
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@@ -65,7 +50,6 @@ namespace scene
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shader_test->LoadViewMatrix(*camera_test);
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shader_test->LoadViewMatrix(*camera_test);
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//render_engine::renderer::Render(singleton::Model_Storage::get_instance()->get_test_pointer(), *shader_test);
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/*render_engine::renderer::Prepare();
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/*render_engine::renderer::Prepare();
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@@ -92,18 +76,12 @@ namespace scene
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void Loading_Scene::load_default_variables()
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void Loading_Scene::load_default_variables()
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{
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{
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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std::cout << "raw model vertices: " << raw_model.vertex_count << std::endl;
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models::ModelTexture default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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models::ModelTexture default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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default_texture.shine_damper = 10;
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default_texture.shine_damper = 10;
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models::TexturedModel house = { raw_model, default_texture };
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models::TexturedModel house = { raw_model, default_texture };
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std::cout << "house struct vertices: " << house.raw_model.vertex_count << std::endl;
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entities::Entity temp = entities::Entity(singleton::Model_Storage::get_instance()->get_house_model(), glm::vec3(0, -100, -500), glm::vec3(0, 90, 0), 30);
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singleton::Model_Storage::get_instance()->set_default_texture(default_texture);
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singleton::Model_Storage::get_instance()->set_house_model(house);
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singleton::Model_Storage::get_instance()->set_house_model(house);
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singleton::Model_Storage::get_instance()->set_shared_test(&temp);
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singleton::Model_Storage::get_instance()->set_default_texture(default_texture);
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}
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}
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void Loading_Scene::load_all_models()
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void Loading_Scene::load_all_models()
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